AirMech Strike

Damn It Feels Good To Be A Gangsta

The Gangster is now available! With wheels in stead of treads, this heavy truck chassis has a lot of mobility, decent armor, and a nasty gattling gun. Sounds pefectly OP--be aware it isn't cheap to build and requires level 6 to build, so don't think you'll be Fort rushing using these out of the gate. But once you can build them, they are quite a threat to infantry and AirMechs alike.

We have another new unit coming next week, however our primary focus is on bugfixes right now, next up being a deeper balance pass to prepare for finally hitting that "release" button and leaving Early Access! There are always a ton of things we want to do but the game is in a nice stable spot where it makes sense to leave Early Access.

A feature we have been working on but probably won't be finalized for leaving Early Access is our new automated Tournament system. Inspired by Bloodline Champions, we wanted to make it much easier to host weekly tournaments all around the world on a regular and automated schedule. More info on this soon, and we might be running some small and quick tournaments over the next week for testing. This is intended to replace the previous weekly leaderboard race for PvP rewards. It's also possible (but not yet confirmed) that players or Factions will be able to create tournaments specifying their own rules and prizes. We see a lot of really cool things that can come from this.

We love getting bug reports, balance feedback, and whatever is on your mind using the ingame reporting tool! While we can't reply to them, we do read them all and appreciate your feedback. Especially now as we are working down to our final short list of things to do before we fully launch AirMech Strike to the world!

Updating text for SYS_IsOnline and SYS_IsOffline, and adding game tags

updates for traditional chinese language usage

Updated "OpenCrate3D" so that it can be skipped and cleared correctly

Tweeks to the rocketeer to help not get stuck in the air, away from the land.

Some tweaks so that the ingame loadout stuff doesn't touch the "ActiveLoadout" symbol at all

Some more cleanup for ingame loadout stuff

some gnd/air SI force updates to reduce first time visual popping particularly when transforming down to ground mode for the first time

more state initialization to try to address debris position popping

Fix up overlapping text in quests ui

Fix up market listings ui after getting inventory

Some cleanup for mini inspect/unlock dialog

Fix repeat build name label being the wrong unit

Fix gamepad ability ui not clearing correctly

Fix mini inspect info when inspecting something from mail ui

Fix market ui after accepting the terms

Fix going into editor mode from pause menu

Fix "resume" button on pause menu

draw units in the stealth state so you can actually see them at clamped stealth amount for allies/spectators/etc this includes mines

use a ModelMatPresent material on the assassin/InfantrySpy so you can actually see it on the fort/outpost present platform

don't show HpWarnRing or HpCriticalRing when spectating, since these are LocalAM_ symbols which will be 0 index when spectating

Clear some dialog menus when using item from mini inspect dialog

add non-stealthed versions of mine materials so they don't disappear on the unit present platform in forts and outposts

That's all for now. Over the next week we'll be making more annoucements about the exact end of the free Founder's badge window, the end of the Beta Bundle, and the date we will be leaving Early Access. Thanks to everyone who helped along the way, you will find lots of benefits for being counted among those who played the game before the full launch!